Together again
Subject: Together again
Harp snaps back at Salix "If you got any better idea, spit it out. We're doin as best we can down here. We got one person with no feet, a couple of folks that can't see in the dark, one that's only three fee high. Not excatly the right group to go running through the fields, if you know what I mean. We got to keep going - what other option do we have?"
From: Josh
Subject: Together again
"Once we get to the woods, the druids will be able to protect us?
If that's the case we can stop covering our tracks to make up some time.. We've gone a few miles already. It will take them some time to pick up our trail this far out. "
From: Karl
Subject: Together again
(OOC - I thought Mark just said he had considered having the Stormfather's feet cut off, but didn't actually write it that way. Am I wrong?)
"Do any of you have any healing power left? Perhaps if the Stormfather was strong enough to walk on his own?" Salix says. "Or maybe I could take the shape of a horse and carry the Stormfather and Surin. Of course, horses don't see so well in the dark."
(OOC - Does anyone else have any ideas? Is it just ally who can't recharge without 8 hours of sleep? Would he lose unused spells from the night before? I'm inclined to think we should keep going, but Mark probably has something planned since he's stopped us to give us a choice.)
From: Karl
Subject: Together again
(OOC - is covering our tracks slowing us down? I thought we were moving slow enough for other reasons as a party that the track covering person could keep up for the most part. )
"I don't know where the closest druids are right now. However, in the morning I can pray and try to get a message to the circle. Even without other druids, I think we have the best chance of eluding Faldor's people in the woods."
Stay or go
Subject: Together again
Acer does have his feet. He has been able to stumble along with Ragnar keeping him steady. His body, or what remains of it, is in better shape from all the healing. Salix and Ragnar feel that much of his condition now is a lot mental. His body is working much better, but his mind seems to be disconected a bit. It comes and goes.
From: Mark
Subject: Together again
Covering your tracks is not slowing you down really. Mund's speed is good enough that he can keep up with the party. He moves double the speed of Ragnar and Surin, so even if he is moving at half speed he can still keep up.
From: Kevin
Subject: Stay or go
"Well, then our best bet is to keep moving for as long as possible. It's going to be as hard for them to track us in the dark as it is for us to keep moving, so that's our best hope. We should be able to move better once the sun starts to come up and everyone can see better. Let's keep moving as fast as we can."
OOC: Mark, this is sort of rough farm land, right? Small hills, rough, poorly tended farm land, not really thick forest yet, right?? Have we seen any farm steads of the like?
From: Porter
Subject: Stay or go
Yay for barbarians in light armour!
From: Porter
Subject: stay or go
Remind me again -- why are we going to the forest? Why aren't we going back to town?
From: Porter
Subject: Stay or go
"I've got an idea. It's a trick that we used to use when I ran with an Orc band. When we'd have somebody following us, we'd hide our trail, just like I've been doing, and then create a false trail for them to follow."
"If we find a good place to hunker down and rest, I could go out and create a false trail for them to follow, maybe with somebody else to watch my back while I'm busy making and hiding trails."
From: Derek
Subject: Stay or go
Allistair agrees. "Salix, have you seen any places that would provide some cover or protection if we got attacked while resting? A small cave or hollow, or a small grove or clearing surrounded by heavy undergrowth? If I can rest for 8 hours I'll be able renew my magical energies and then be able to better fight our pursuers should they catch up with us."
"In the worst-case scenario where Mund's false trail fails and we are attacked while resting, I plan to use my final remaining spells. I will create the extradimensional pocket to place Acer inside out of harm's way. I then have one final invisibility spell - one that will allow it's recipient to attack without cancelling the illusion. This is a powerful enchantment that I would cast on perhaps Surin, Harp, or Ran so that they could become an invisible fang of death to our enemies. Being of little additional use I could then go inside the extradimensional pocket and close the door, making Acer invisible and undetectable."
From: Josh
Subject: stay or go
"Why don't we use the torch? We can cover it like this..."
Kal takes whatever cloth is available (Ripped Scabbards?) and wraps it around the torch we got the barn a few times, covering the light. Then he works one side open a little, so just a dull dusky light comes out of one side.
"If keep the side facing behind us covered and only let a dull light out, we'll have enough so those of us who can't see are able to walk without making ourselves visible."
OOC: I could do this easily if I had the materials in front of me, but it's sort of hard to explain. Imagine the entire torch covered with one layer of fabric, so it emitts a dull light all around. Then twist the remaining fabric up so it's like a wrapped towel, and begin to wrap it around the torch, covering the entire thing. But whenever you get to the open side you shift the wrapping upward or downward a little, so there's just enough room for the light to shine through the first layer of dampening fabric.
From: Derek
Subject: Stay or go
Won't that cloth catch fire in a couple of rounds? Or is this the magic torch?
From: Josh
Subject: Stay or go
Magic torch! Magic magic magical torch, how wonder wonder wonderful you are!
From: Kevin
Subject: Stay or go
I think we decided on the run to head to the Great North Woods, since if anywhere would give is support from the Druids, it would be there. Also, heading back into town would be expected by the bad guys - they would search every inn, hostel, flop house, and generally make things miserable. And they would offer bribes to anyone with knowlege of a group like us.
We are better off out here, where we can see them coming if they find us, IMHO.
From: Porter
Subject: Stay or go
So, we're abandoning whats-her-bucket, the druid the Mockers were going to try to rescue?
From: Derek
Subject: Stay or go
Allistair speaks up again. "I have another idea that could buy us some time. Remember before how I used Sysyphys to deliver a spell when we thought Acer was being held in the mansion? I could do this again with Sysyphys and my final invisibility spell. Sysyphys could then go with Mund, who would go north actively searching for our pursuers. When he finds them, Sysyphys activates the invisibility on Mund, who then attacks/kills/confuses our pursuers for a minute or two, and then melts back into the woods and heads back south before the invisibility dissipates. The pursuers would think we are nearby and would stay in the immediate area."
"Of course," Allistair adds, "such a tactic would be very dangerous for Mund. It's only an idea and I'm not asking Mund to do it. He could take Sysyphys with the invisibility spell with him and just to the false trail he suggested earlier, only keeping the invisibility in reserve should he be discovered by our pursuers while doing so."
From: Derek
Subject: Stay or go
For now, I think we are. I'm guessing that after Acer is safe/healed, we'll be heading back to the estate to assasinate Faldor. Once him and the other high-level priests are dead, the town should become chaos in a day or two, after which it should be much easier to get Sephira out.
From: Porter
Subject: Stay or go
"That's not a bad idea. I'd be willing to take sissyboy with me. Hopefully they wouldn't have any magickers in their tracking parties to kill your invisibility spell." Mund says.
From: Kevin
Subject: Stay or go
OOC: Does Salix or Ragnar have detect poison? If so, one of them could see if Acer was poisoned. If he was, Salix could remove the poison using one of his spells.
Of course, he still can't talk, and can't write, so maybe that isn't such a good idea.
I think that if we can get into the forest and get Acer to safety, then maybe Salix could wildshape and sneak into town with Surin to find her and help her escape the town.
From: Derek
Subject: Stay or go
Before that, what is the group going to do now? Keep moving slowly towards the great woods? Find a safe place to camp and have Mund go plant a false trail?
From: Kevin
Subject: Stay or go
Lets wait for Karl to decide. Harp's feeling is to keep moving while the darkness hampers both groups (assuming there is a group after us). He feels that once we take a break, Mund can try to set the false trail while the divine spellcasters pray to get their spells back. Salix can pray for Pass without trace, which will work well with the false trail Mund sets (they follow Munds trail because they can't see our trail.) It will mean that Harp will probably have to carry one of the party, since Salix can only hide 6 of the group, but Salix does not count, since he can wildshape, or, if he stays as he is, he can move through terrain without leaving a trail (druid special ability).
From: Karl
Subject: Stay or go
Why *would* we go back to town? I asked this before making the decision to go to the forest and no one really answered. The only reason we were in the town in the first place was to find out what was happening and try to rescue the stormfather. It seems (to Salix, at least) like we're more likely to get away if we get to friendly territory rather than try to hide in a town basically owned by Faldor.
From: Porter
Subject: Stay or go
Well, we *could* go back to town because it's under the thumb of an evil dictator. There's wrongs that need a-rightin'.
Of course, Mund wouldn't be the first one to suggest such a thing.
From: Karl
Subject: Stay or go
Well, not so much abandoning as fulfilling the most important part of the mission and hoping the mockers are successful. If they can get her out of the dungeon and let the poison wear off, she should be able to wildshape and get back to the GNW on her own, even blind, I'd think. I don't know why Acer can't wildshape since Sephira said she could if the poison wore off so she could concentrate.
From: Derek
Subject: Stay or go
For one, Salix did promise to rescue Sephira....
There is no two though. That's the only reason I can think of.
From: Karl
Subject: Stay or go
Salix asked Acer if he was poisoned and he indicated that he wasn't. Salix has a neutralize poison spell and offered to use it on Acer and he refused. This may have happened in a turn just between me and Mark, though.
From: Karl
Subject: Stay or go
Well, that's true, but the druids aren't known for going terribly far out of their way to save evil men or even meddle in their affairs except where it hurts their forests. Of course, right now it's hurting their forests, but Salix doesn't know how we can fix that ourselves. We should save Acer (as we've been comissioned by two different authorities to do) and report to the circle who will decide how best to handle the town and Faldor, if at all.
From: Karl
Subject: Stay or go
Right now, Salix feels that asking the mockers to help her is the best he can do until Acer is safe. He will certainly go back for her, even if alone, unless he finds out she's safe or dead.
From: Porter
Subject: Stay or go
Acer might not realize that he's poisoned. You might want to memorize neutralize poison anyway.
From: Karl
Subject: Stay or go
"Those are very good ideas," Salix says. (OOC - Did Salix see anything that looks like it might provide cover for resting, Mark?) "Mund, would you be willing to do that?"
(OOC - so what do you guys think? I think we should set the false trail. Should we continue on or rest now if there is a likely place? Also, I like the idea of sending the invisibility spell along with Mund, just in case, but I don't think he should actively seek out the enemy if he can just lead them astray. Feedback?)
From: Karl
Subject: Stay or go
I have it memorized. I'll cast in on Acer now unless Mark tells us specifically that it's unnecessary. I mean, it's not like I"m going to use it on anyone else right now and it will be gone in the morning.
From: Porter
Subject: Stay or go
"Yeah, I'll do that for y'all. And thanks for giving me sissypuss, in case any of them catch up with me."
From: Kevin
Subject: Stay or go
I don't think we should make the false trail yet. I think we should wait until we can update the spells the divine casters have, have Salix take Pass without Trace twice. After the god folk pray, Ragnar casts restoration on Salix. Salix casts PWOT on all of the group except himself and Mund. Mund and Salix head out, making the false trail. The others change angles slightly and keep heading toward the GNW. Mund and Salix spend a few hours breaking the false trail, then Salix casts PWOT on Mund and the two of them head back to intercept the group.
Sorry if this is metagaming. If so, just disregard. Harp will be reluctant to have Mund start the false trail until the group has a way to hide their current trail. The false trail may slow followers down, and it may not.
From: Karl
Subject: Stay or go
Salix would be fine with either plan.
Mund's ideas
Subject: Mund's idea
I don't see why we can't do both.
When all the magickers are sleeping, Mund will go out and create a false trail to mislead anybody that might come upon us while we are sleeping. Then after we're ready to go, you can do PWOT on everybody but Mund and he can create another path, until Salix casts PWOT on him and he rejoins the group.
Turn
Subject: Turn
sorry about no turn yesterday. The wife took us to the in-laws for 4th of July cook out.
I am with the last drum corps until about 6PM and then I will try and get a turn out.
From: Mark
Subject: Turn
Sorry, after another night of only 4 hours sleep the last corps just pulled out of the parking lot. I am going to have dinner with my family tonight and then to bed early. I am going to a gaming convention tomorrow so it will likely be Saturday before I get a turn out.
From: Porter
Subject: Turn
*weeps*
*wails*
*rends garments*
Turn, On the move again
Subject: Turn
I've not gotten any messages since this - what's going on? :)
From: Josh
Subject: turn
How many days would a DM ditch if a DM could ditch days?
From: Mark
Subject: Turn
I know and I apologize. Friday was spent at Origins and playing my RL game. It went till midnight. Saturday was spent sleeping. I slept a total of 18 hours getting caught up on all the sleep I missed this past week. I am all set to go today. Turn will be out around noon.
From: Bryan
Subject: Turn
No apology needed here - I just wanted to make sure my spam filter hadnot decided to go on a rampage...
From: Mark
Subject: Turn
No I have been remiss in my duties. However, I plead extreme exhaustion from corps sitting.
From: Josh
Subject: Turn
We'll have to have a trial. Someone call up the three head DMS.
From: Kevin
Subject: Turn
It's 1:30, and no turn. The pressure is mounting.
From: Mark
Subject: Turn
Writing as we write.
From: Mark
Subject: On the move again
During the quick break the party discusses whether to try and rest long enough for Allistair and Kal to regain their arcane power or to keep moving towards the Great North Woods. "I would love to rest and regain my spells, but the rope trick spell I have used before only lasts for 7 hours and only holds 8 people, including me. That leaves us two people and one hour short. Maybe Mund can hide our trail?" Mund nods "I can do that. In fact it is an old orc tribe trick. You guys would move ahead, I mess up your trail and then lay down a false trail. Take a bit more time in the dark though. Them orc's have got it good, seein in the dark an all." Salix nods "That is the one reason I hesitate to ask you to do this. I can move with out leaving a trace and there is a grace I can ask for, but not until I have rested. Never really thought we'd get this far" he says with a rueful laugh.
In the distance a long drawn out howl wafts over the night sky. "Wolves" Salix says, "long ways off. Nothing to worry about. That reminds me, if we meet any animals that do not clear off at our approach, let me know. At worst I can probably get them to leave us alone. At best they may be messengers from the druids. Wouldn't be good to be killing a creature sent to help us. If they attack, you can defend yourself, but other wise don't hurt them." The others nod agreement. "Alright, let's keep moving. Harp, you lead again, Mund you bring up the rear, doing what you can to hide our trail. Ragnar, if you don't mind, continue to carry Acer. I used my grace to neutralize any poison in his system but it did not seem to help any. I wish I knew what was wrong with him. Kal, you and Ran stay with Ragnar and Surin and Ally in the middle of the group. I am going to be up front with Harp."
The party heads off again south over the rolling fields. The ground is on the soft side and the vegetation makes it hard to hide the trail. Usually Mund has no problem running circles around the party when Ragnar and Surin are in it but now he finds it all he can do to do what he can to hide the trail and still keep up. Only his years of living in the wilds keeps him from falling behind. As he moves behind the party he starts to get a strange feeling like he is being watched. However, every time he stops to check around him, he sees and hears nothing. There should be the noises of the night, but the passing of the party would account for those being quiet. After a few minutes he moves on, catching up with the party. He catches up with them after several minutes. Salix has stopped them, letting them rest a while. The barbarian approaches Salix and motions him over.
"Do you feel anything funny?" he asks the druid. Salix looks sharply at Mund "Did you see something? Hear something?" The human shakes his head "No, nothin. Just an itch on the back of my neck." From out of the darkness ahead of them comes a rough, guttural voice "You should listen to your neck more often, human. Not that your head will be attached to it much longer. You led us on a merry chase and I thought Faldor was insane when he told us you were heading this direction. But his magics prove his power once again. Hand over the old man and I will be merciful to you and your companions." Mund strains to see who is speaking, but he, Ally and Surin can not see that far in the dark. The others though see a figure in a chain shirt standing roughly 50 feet away. He has an ax in one hand, a mace in the other. Next to him is a large, mean looking dog, some type of large pit bull.
OODM: I will get a map out in a bit.
From: Mark
Subject: Map
Here is the map.
The "F" is the figure, the "D" is the dog. I have marked North on the map. The green circles are small tree/bushes. They are large enough to block line of site.
Since there are no torches out th humans will fight with the rules for fighting blind. Until light is made. The people with low light and darkvision are fine. There is enough starlight/moonlight that they can see 120 feet, which is the max for lowlight. Since the party was at rest, I need to know what weapons they would have out, if any.
As of now combat has not started so no initiave rolls yet. If you want to attack I will roll a sense motive for your opponent, with a DC of 20, if he makes it he will sense you are going to attack and you will not have surprise. If he decides to attack, I will roll a sense motive versus a DC20 for all of the characters. If any of them succede they will be able to warn that he is attacking and he will loose surprise.
I need actions.
From: Josh
Subject: On the move again
Kal's body tenses for the battle. His sword is in his hand before the man's first word is finished. He begins to chant an elven war song quietly to the group. A tense, slow melody fills the silence and becomes one with the wind. Beating like a war drum the hymn continues, everyone's blood grows hot and ready for battle.
In the moments between thought Kal smiles to himself. He had resented running away from the fight. 'This is our mission. Not just saving old men; it is ours to be the blade of the Gods.'
When the man finishes speaking Kal's hymn mutates; the rhythm still beats and the melody lingers, but instead of ancient Sylvan the words have turned to Draconic, the language of magic. Kal's dance begins with a single motion. His sword weaves upward to point at the evil man.
OOC: Kal casts Scorching Ray at the man in the chain shirt.
From: Kevin
Subject: On the move again
Harp will wait forSalix to answer, however, he will cast Bless on the group as they stand there. He is guessing that Salix will not give the Stormfather back.
Otherwise, Harp will prepare to fight with his longsword.
From: Josh
Subject: On the move again
I just looked at the map. It looks like Kal is 70 feet away. He needs to be within 55 feet to cast this spell, so he'll move forward some.
From: Kevin
Subject: On the move again
OOC: Just a reminder of the potions we have and who has them. Ran, Salix and Surin each have a potion of Shield of Faith +2. I think we have used all of the Invisibility potions, though Ally may still have a spell or two left (he mentioned an improved invisibility spell at some point in the discussion). I think most of the non cleric folk also got a CMW potion when they were divided up. When I divvied up potions, I think I went into each characters sheets and put them in the equipment section, though at the very end. Please check your sheets to see what you have. It will probably become important in 15 second or so.
Mark, after Harp does the bless for the group, he will then cast Protection from Evil on himself. It gives his a +2 to A/C and +2 to saves, along with some other benefits that will probably not apply here.
From: Mark
Subject: On the move again
Don't you guys have any sense of the dramatic?
I mean let the bad guy get his soliloquy. :)
From: Karl
Subject: On the move again
Hand over the old man, indeed, Salix thinks to himself. In reply he quietly chants the prayer to call upon the forces of lightening. By the grace of Obad Hai, he thinks, this one will not stand in our way!
(OOC - Salix will cast "Call Lightening" and call a bolt down onto this mysterious figure.)
From: Karl
Subject: On the move again
Incidentally, I just noticed that Salix *does* have Pass Without Trace readied for "today". I don't know why I thought he didn't. It's too late now, of course, but maybe he can cast it after the battle and lose anyone else who might be following.
From: Kevin
Subject: On the move again
Karl, sorry about not remembering that. I set up his spells so long ago (before we entered the estate - while you were travelling out west) that I forgot I had put that on, assuming it was me who did it. If you did it, then forget this message.
From: Mark
Subject: On the move again
Ok I want all of you who are casting to realize that doing so will have me roll a sense motive. If he beats a DC20 then I will do initiative. If it goes to that and he gets the first move, there may be actions that will spoil your spell.
From: Karl
Subject: On the move again
Yeah, I realize that. However, in character, I can't see Salix waiting. He knows this guy works for Faldor and that they are going to have to fight him. I can't believe he wouldn't at least *try* to get the jump on him. And maybe he'll go for Kal. ;)
From: Kevin
Subject: On the move again
Mark is just mad that we ruined his grand speech.
Harp was sort of hoping Salix would talk to the guy so he could try and cast his spells without much notice, but as it is, Harp is still going to try and cast bless first (standard action), then, in the next round, Protection from Evil. After actions start, he will pull his sword as a move action when it is appropriate.
From: Bryan
Subject: On the move again
While the short delay Mund creates while hiding the party's trail tests Surin's patience, it does allow him to keep up with the rest of the party without issue. As a figure speaks from the trees ahead of the party, Surin pulls his cloak further over himself and steps into the shadows at the side of the party. Readying an axe, he quietly moves forward, thinking that he may be able to get the drop on this new evildoer.
Speed, spells and the field
Subject: On the move again
While the short delay Mund creates while hiding the party's trail tests Surin's patience, it does allow him to keep up with the rest of the party without issue. As a figure speaks from the trees ahead of the party, Surin pulls his cloak further over himself and steps into the shadows at the side of the party. Readying an axe, he quietly moves forward, thinking that he may be able to get the drop on this new evildoer.
From: Randy
Subject: On the move again
Ran has his sword ready and moves up alongside Kal, ready for the fight.
From: Porter
Subject: On the move again
Mark,
Could you tell me what the two healing potions are that Mund has? One is from the potions we were given when we went to the training grounds, and the second is one that we found in the training grounds.
From: Porter
Subject: On the move again
Mund whispers to his brother "Now might be a good time to magick me up to fight this guy. What'cha think?"
From: Derek
Subjec: On the move again
Before Surin steps off, Allistair puts a hand on his shoulder. He leans over to whisper to the halfling. "Don't be too hasty there. If we have to fight this guy, I have a little charm that will make you into an unseen blade of death to these servants of Nerul."
Allistair will get ready to cast greater invisibility on Surin, but won't cast it quite yet. If Surin still moves, Ally will move with him so that he can still cast the touch spell.
OOC: Ally wants to make sure that if he gets hit by something from this guy that he does NOT lose the spell. If we get the surprise round, great. If not, then if Ally's initiative is better than the enemies, then he will cast it on Surin. If Ally's initiative is lower than the enemies, then he will withold action and cast it only if he isn't interfered with (anything that would break his concentration and give him a chance of spell failure).
From: Derek
Subjec: On the move again
I'm thinking Ally should cast the greater invisibility on Surin so that he can essentially make continuous backstab attacks. What do the rest of you think? Would it bet better on Mund or one of the other warriors? I can still change Ally's actions since Mark hasn't written the next round yet.
From: Mark
Subject: Turn
It will be tonight before I get a turn out.
It looks like everyone is going for the gusto.
From: Derek
Subject: spell
I figured it wouldn't hurt to hear what he has to say, but I guess Ally's the only one who's in the mood to parley...
Is anyone going to say whether Ally should cast greater invisibility on Surin or on Mund?
From: Porter
Subject: spell
Well, if everybody else is, why should Mund get left out?
From: Porter
Subject: spell
Surin vs. Mund:
It probably makes sense to put it on Surin, since A) Surin can then do backstabbage and B) Mund can take more punishment than Surin while still dealing good damage.
From: Josh
Subject: Spell
I like it on Surin.
From: Josh
Subject: Spell
What? Talk to an evil dude? Kals way too righteous for that.
From: Mark
Subject: Spell
Don't worry he will get said what needs to get said. :)
From: Kevin
Subject: Spell
I agree. Surin.
Mund can still do his damage if he is invisilbe or not. Surin can only do his if he can get in his sneak attacks.
From: Porter
Subject: Spell
Mund had just gotten used to the idea of turning invisible and raining death upon some jerk. :)
From: Kevin
Subject: Spell
I understand, but Mund can still rain down death upon the jerk even while visible. Little Surin only gets to help if he can get in his sneak attack. Remember the cleric/guard he took out when we were leaving the cells area? One or two good sticks and he can get some serious hurt in.
From: Porter
Subject: Spell
Hey, you're preaching to the choir. I already said that it makes more sense to give that to Surin.
From: Kevin
Subject: spell
But I like to preach. It is one of the few things us catholics do well. We may be preaching the wrong thing, but that has never stopped us.
From: Porter
Subject: Spell
OOC: Scratch my previous post.
IC:
Mund responds to the guy that tracked them down. "Feller, we broke in and stole the grandpa fair and square. We weren't afraid of what Faldor had there, what makes you think we'll give him up to you?"
When Mund realizes that his companions don't want to talk but instead are attacking, he'll jump in and attack as well.
From: Kevin
Subject: Speed
OOC: I am trying to figure out how this guy not only caught up with us, but got ahead of us. I would have thought he wildshaped or something, but then how did mr. doggie get there as well. And with two weapons in his hands, I'm guessing he's not a wizard who can alter self.
Mark, does Salix recognize this creature? Is it the bugbear he saw when he was flying around when we left the estate?
From: Jason
Subject: Speed
Ragnar doesn't move so fast even in the best of situations...
From: Porter
Subject: Speed
I'm guessing he's a ranger with an animal companion who tracked us down.
From: Mark
Subject: Speed
When Salix asks the question maybe I wil answer it.
From: Mark
Subject: Spells
The potion from when you went to the Training Grounds would be a CLW. The one you found in the Training Grounds would be a CModW.
From: Bryan
Subject: Speed
He may have been ahead of us to start with, and alerted via pigeon or a magical message of some type.
Or he might just have longer legs than Surin :)
From: Mark
Subject: The field
Mund squints into the darkness trying to get a better look at who is talking. Stalling a bit for time Mund responds to the guy that tracked them down. "Feller, we broke in and stole the grandpa fair and square. We weren't afraid of what Faldor had there, what makes you think we'll give him up to you?" The coarse voice rings in the night "Bah, those weak, pathetic city worms. One of our younglings could kill three of them. Now you face Vortan and the huntsmen of the Snow Leopards of the Wildlands. Faldor will reward us even more when we bring your carcasses back for him to use. We were given but one instruction: The old man must not die. He is needed for sacrifice. We know your type. You will not kill him and take away our reward, for you are weaklings as well." As the voice continues Kal and Ranthir move up, Kal to the front line and Ran next to him.
Salix's anger and frustration reach the boiling point. He touches the symbol on his armor and starts chanting the prayer to summon lightening (1 full round action). Harp hears the druid start to chant and starts his own chanting. Vortan seems unaware of the two spell casters (Sense Motive, DC20, 2+?=?, fail). Harp touches his holy symbol and chants the prayer of blessing. The party feels the grace of the battle lord flow over them and the power of Herioneous flows through them. Ally turns to Surin and says "Let me give you this spell. It will let you attack and stay invisible." As he casts the spell he whispers "Move fast, it lasts less than a minute."
Surprise round is over.
Salix (26), Surin (24), Ranthir (24), Vortan (19), Dog (19), Mund (14), Harp (14), Ally (10), Kal (10), Ragnar (8).
I need actions for Round 1.
From: Porter
Subject: The field
"Stop! I am Mund of the Bear Clan of the Wildlands, and I tell you, you will die tonight, one way or another. The Northern Tribes are part of Faldor's sacrifice. If you take the old man back to Faldor, all of the tribes he has will die in that sacrifice."
If Faldor or his dog attacks, which I assume he will, Mund will rage and attack as well. He'll try to move into a flanking position (for him or his mates) as well.
Round 1 actions, round 1, round 2 actions, spells and races
Subject: The field
Mark, does Salix recognize this creature? Is it the bugbear he saw when he was flying around when we left the estate?
;-)
From: Bryan
Subject: Round 1 actions
Surin will move foward and attempt to attack the man. He'll move into a flanking position opposite Mund's, with the dog on the other side of the man so as to avoid drawing the attention of the animal by scent.
From: Mark
Subject: The field
No it is not.
From: Mark
Subject: Round 1 actions
Please remember that Ally, Mund and Surin will be -4 to hit in the dark.
From: Kevin
Subject: Round 1 actions
Well, Harp thinks to himselft, Mund had wanted to find the tribes. Looks like they had done that.
But, only one person chasing them??? Faldor had to know there was more than one. It wasn't like they had left in complete silence. Then he hears the 1/2 orc say "huntsmen" and "we". That could only mean one thing - there were more of them in the darkness.
"Ragnar, give us some light" he says to the dwarf standing behind him. To the group in general he says "I think there are more of them hiding in the woods. Watch out".
Harp will draw his sword as his move action, and if possible, cast protection from evil on himself as his standard action. He casts as a 4th level for this spell (domain good) so it should last 4 minutes.
From: Bryan
Subject: Round 1 actions
Do we want to make some light to see by, or will the nightvision offered by some of our party offset the negative consequences incurred by Mund, Ally and Surin?
From: Randy
Subject: Round 1 actions
Ranthir begins to move forward to attack but at Mund's word he changes course and positions himself behind a tree (F10). As he moves, he scans the area to his right, aware that there may be more of these huntsmen. He waits to see what will come of this line of conversation, his sword at the ready.
From: Bryan
Subject: Round 1 actions
OOC (yet again): I have to get some sleep now: I'll be out for at least 6 hours. If the party decides it is best, Surin will ask for light prior to heading towards the evildoer.
From: Karl
Subject: round 1 actions
Salix will call his first bolt of lightening down on the speaker.
From: Karl
Subject: round 1 actions
It's not by any chance stormy (or cloudy, or hot and dusty - you see what I'm getting at, right?)
From: Porter
Subject: round 1 actions
Can Mund remove the hood from his torch on his shield to get rid of that? There doesn't seem to be much need for hiding right now.
From: Mark
Subject: Round 1 actions
Yes he can as a move action.
From: Mark
Subject: round 1 actions
It is not a particularly stormy night. It is dark however, so you get brownie points for atmosphere. :)
From: Derek
Subject: round 1 actions
With Surin invisible, Allistair will move next to Ragnar who is carrying Acer. He whispers to Ragnar, "Let me cast my rope trick and put Acer inside. Then I'll climb inside and close the door. That way even if the rest of you are routed, they won't be able to get him back easily."
Allistair will cast rope trick, and have the window be 5' into the air. Then he will ask Ragnar to help him get Acer into the window.
From: Kevin
Subject: Round 1 actions
Mark has always ruled that if a character has darkvision(nightvision) he also has lowlight vision. The use of torches would not negatively affect those with darkvision (Harp and Ragnar), would be of slight help to those with low light, but would greatly help those with normal vision (Surin, Ally and Mund).
I say bring out the torches. If Ragnar keeps one close to the group in back, and Mund unwraps his up front, that should work.
From: Porter
Subject: races
Of course, it will also greatly help our opponent, who is just as human as Mund, I'm assuming.
From: Mark
Subject: round 1 actions
There is not a door, as I understand it. It is more like a window that you access with the rope. If you pull the rope up then no one can get in.
From: Kevin
Subject: Races
Actually, a few of us know what he is, especially Harp, but none of us have thought about mentioning it yet.
From: Porter
Subject: Races
He said he's Snow Leopard of the Wildlands. He's a member of a human tribe. Without seeing him, Mund would assume that he's human.
So, do y'all think Mund should help some of us and him, or suck it up and fight in the darkness?
From: Kevin
Subject: Races
He sure seemed to be able to see us without a light.
From: Josh
Subject: Round 1 actions
Mund's not going to try to talk our way out of this?
From: Porter
Subject: Round 1 actions
Mund's trying, but I'm planning for the future, as I don't reckon he'll succeed.. :)
From: Jason
Subject: Round 1 actions
Sorry for my rather delayed replies the last couple of days.
IC: Ragnar starts to say something, but the others react far faster than he and so he lets the words die on his tongue. Seeing that his friends are having difficulty in the darkness, he intones the orison that would light the darkness (He'll cast it on Mund's axe, assuming that doesn't give any penalties or anything.)
From: Derek
Subject: Round 1 actions
Ragnar probably wants it on something where Ragnar and Ally are, since Mund already has a torch that he's uncovering.
From: Mark
Subject: Round 1 actions
Light is a touch spell, so Ragnar would have to move up to Mund and touch his ax, which Mund is holding getting ready to fight. I am sure there is a closer object that could be lit up.
From: Mark
Subject: Races
Just like The Bear Tribe, the other barbarians are not always hostile to the orc tribes. They accept 1/2 orc's fairly easily into the tribe. In fact they find them damn useful at certain times.
From: Porter
Subject: Races
Ooh. Good point. Thanks for the heads up. I should have realized that, considering Mund's past.
OK, while Mund is talking to this guy, I want him to uncover his torch.
From: Jason
Subject: round 1 actions
Ok, Ragnar will cast the light spell on whatever Allistair is holding.
From: Derek
Subject: Races
Allistair plans on jumping up into the rope trick after Acer is in there, he should probably cast light spell on his own helmet or shield or something.
From: Porter
Subject: Races
How about his head?
From: Karl
Subject: Spells
I have a question. I'm assuming that Salix was successful in his prayer, but there was no bolt of lightening. I'm assuming then that the first bolt can't come until the next round? Is it still possible for Salix to lose this spell? Or is it active until he uses it up (or 6 minutes pass) or he dismisses it? If the latter, and if you don't mind a small revision in my turn, Salix will give one attempt at parlay saying "Faldor only rewards with *death*, Vortan. Go see to the safety of your people and let us pass, elsewise we will be forced to defend ourselves." He will call the bolt immediately if there is any attack move by Vortan, his dog, or anyone else.
On the other hand, if delay in calling a bolt opens up a serious risk of losing the spell Salix probably wouldn't be even that patient with a minion of Faldor.
From: Karl
Subject: Round 1 actions
Also, I'm reading that no one else has actually attacked yet, right? Just cast spells in anticipation of battle.
(Basically I'm second guessing myself. I suspect battle is inevitable, but I'll also feel bad if I get us all killed. Salix on the other hand is pretty fed up with this whole situation, so long parley seems out of character and my previous email is just a concession to the *possibility* that there is a slim chance to avoid all out battle. If everyone is OK with battle we can just let the original turn stand. I'm offline until tonight, so I'll read about our bloody deaths one way or another when I get home. ;-)
From: Mark
Subject: spells
Well the spell is a full round action and the surprise round is only a standard action. So the first bolt will come during round 1. I will not let you stop the casting with out losing the spell but I will let you redirect the bolt you have called, say hitting an empty square somewhere near Vortan in an effort to make an intimidate check.
This way you would not "lose" the spell. Basically you have started an agressive action towards this guy. You can not call it back, only mitigate it.
From: Mark
Subject: round 1 actions
Well it is unlikely you will all die. In 1 round. Now in 5 rounds, that might be a different story. ;)
From: Porter
Subject: Round 1 actions
I can't believe that Mund of all people is the one trying to parley.
From: Kevin
Subject: Round 1 actions
OOC: I can. This is a member of one of the tribes, as close to a "cousin" as Mund is going to find. If this was an elf, Mund would have tried to cleave his head from his body already.
From: Porter
Subject: Round 1 actions
Tried??? I am offended, Sir. Mund would have succeeded.
From: Kevin
Subject: Round 1 actions
My apologies to Mund. He would have.
From: Josh
Subject: Round 1 actions
Yeaaaa rite.
From: Kevin
Subject: Spells
That is, of course, if he could have hit you.
Kal and Harp need to talk about a Shield Other set up when we get back to town. It would be like giving Kal 50% more HP.
From: Derek
Subject: Round 1 actions
Except that Kal hardly ever gets hit. His ability to dodge is uncanny.
From: Josh
Subject: Round 1 actions
That would be awesome. If someone lands a good hit on him, he's definitely feeling it. I can' t check right now (at work), but I think he's only got something like 42 hit points.
What does shield other do?
From: Porter
Subject: spells
He rarely gets hit, but when he does, he's got a glass jaw.
Remember what happened with that giant thing in the training grounds?
From: Derek
Subject: Spells
Oh yeah, that was bad. Kal got creamed. Of course, next room Ally got skewered by the maticore...
From: Porter
Subject: Spells
Yeah, well, they have about the same number of hit points, IIRC.
From: Karl
Subject: round 1 actions
Ah, I was wondering why the bolt didn't fire this round.
OK guys, should Salix just "warn" the guy? Or should he zap him? The "zap" isn't going to kill him, but it will make this undoubtedly a fight. It would be super if we could convince this guy to turn on Faldor and help us, but what are the odds of that? I think if we're definitely going to fight it would be good to get the jump on this dude. What do you guys think?
From: Mark
Subject: Round 1 actions
Make a decision quickly. I have to do the archives for yesterday and then some other small things, but I want to start writing the turn by 7:30PM.
From: Kevin
Subject: round 1 actions
I say jump on him. We got what he wants. He ain't goin' anywhere without Acer.
From: Kevin
Subject: Spells
Shield other uses 2 rings worth 50 gp each. When the caster does the spell, the wearer of the other ring gets the benefit of the caster taking 1/2 of the damage the wearer takes. So, if Kal got hit for 20 pts., Harp takes 10 and Kal only takes 10. So, I guess it really doubles his HP, up to what Harp has. Harp could then stand back and heal himself out of harms way.
It takes some time to set up, and two characters who have reason to use it, but Harp has 65+ HP, and will get some more when we finally level up, so it might be worth looking at.
From: Porter
Subject: round 1 actions
I say talk with him, or at least try.
Mark: Can Salix hold his action until after the tracker attacks or not, blasting him if he attacks, and blasting an open square if he doesn't?
From: Karl
Subject: Round 1 actions
In Salix's case, this spell lasts for 6 minutes, during which he can cast one bolt per round up to his caster level (or 6 bolts - would be 7 if he hadn't been wighted). The first bolt was called in the initial turn, so it's on the way (since there wasn't time in the surprise round to both complete the spell and get the bolt, right mark?) He can't stop that bolt, but Mark will make an exception by letting Salix use it as a warning bolt, hitting nearby but not on the attacker. That will basically waste the bolt if we end up in battle.
Frankly I think we're heading for battle, regardless. If we weren't so spent already, I'd say let's try to parley. I *could* make a case for Salix to try to parley, but in reality, I think he's just too fed up with Falkorites to give them the chance to jump us. This will probably piss off Mund, but Salix is willing to do that in this case. The Stormfather means far more to him than the whole passel of northmen (though he probably wouldn't say *that* to Mund's face).
So, Mark, just let Salix attack the guy with this first bolt as I originally intended
From: Mark
Subject: turn
Ok , starting work on the turn now. I hope to have it done by 9.
From: Porter
Subject: Turn
*pissed off*
:)
From: Mark
Subject: Round 1
Initiative for round 1.
Salix (26), Surin (24), Ranthir (24), Vortan (19), Dog (19), Mund (14), Harp (14), Ally (10), Kal (10), Snow Leopards (9), Ragnar (8).
"Weaklings? You don't know the meaning of power" Salix yells in the dark. Energy crackles around him and clouds start to form in the sky above them. At the same time Mund takes off the shroud on his shield and shouts to the figure "Stop! I am Mund of the Bear Clan of the Wildlands, and I tell you, you will die tonight, one way or another. The Northern Tribes are part of Faldor's sacrifice. If you take the old man back to Faldor, all of the tribes he has will die in that sacrifice." Vortan laughs at the two "I have seen the wonders that Faldor offers those who serve him. Your words are those of the dead. Worthless." He then shouts "Tusk, attack. Attack my Snow Leopards!"
Before Vortan can move though a bolt of lightening streaks down from the now overcast sky and blasts the man (REF save, DC16, 17+9=26, save, damage 5). At the last second he dodges out of the way, the bolt making a shattering impact in the ground next to him.
Surin, now invisible, works his way along the east flank as quickly as possible, keeping the man between him and the dog. He knows that dogs have a great sense of smell and that this spell probably would not hide him from the beast.
Ran moves a bit to his right, checking to see if maybe someone is hiding behind the bush several yards in front of him. As he moves he sees a figure (Hide Check, 10+5=15, vs. spot check 17+4=21) with a great sword in front of him, hiding behind the bush. His cautious movement becomes a full on charge as he rushes the figure. There is a flash of lightening just as Ran reaches him and he sees the man's head turn in surprise as Ran's sword flashes in the white light of lightening (AC15, 11+13=24, hit, damage 9). His blade cuts deep into the man's back, the chain shirt absorbing most of the blow.
Vortan lets out a ferocious howl. Axe and mace whirling in a deadly arc, rushes Mund (Charge). As he moves his ax bursts into flames and he swings the burning blade at Mund (AC24, 12+19=31, hit, damage 14). The flaming ax skids off Mund's breast plate, the burning edge scaring the mithral surface.
The dog, Tusk, moves with a speed that belies its size. It moves to the west, attempting to get into a flanking position. It moves around Kal, keeping its distance and then closes in with out attacking.
Mund screams at Vortan "Damn it, I didn't want to kill you. Now look what you've gone and made me do!" Mund releases the power of the bear and lashes out with his own ax, the frosty sheen a sharp counter point to the others flaming weapon (AC18, 4+14=18, hit, damage 11, 16+8=24, hit, damage 15). Mund's ax dances in his hand and he lands two solid blows. This close he can see that his foe is a half orc almost as big as Harp.
Harp chants a prayer to the battle Lord to grant him protection from evil. A small glow of light surrounds the ½ orc and then sinks into him. Pulling his sword,he grins and steps forward and to his right, just next to Vortan. "The Battle Lord has granted me the power to show you the error of your ways."
Ally whispers to Ragnar "Ragnar, I am going to cast that rope trick to get me and Acer out of danger. Give me a hand with him." The mage then chants the spell and holds out a short piece of rope. The rope slithers up and stops at about 5 feet in the air. Ally climbs up the rope and disappears. Seconds later Ragnar sees Ally hands appear out of nowhere and the mage's voice rings out "Ragnar, hand Acer up to me."
Kal realizes that the dog has taken up a flanking position behind him, leaving him vulnerable to Vortan. He sees Harp move up next to the ½ orc and decides to do the same. As he moves he strikes with his rapier (AC17, 20+13=33, hit, critical threat, 16+13=29, hit, critical hit, damage 11) and the thin blade slides through a small gap in the chain shirt, driving deep into Vortan's guts.
Behind him Kal hears a scream (B1). As he starts to turn he is almost cut in two by a great sword (AC21, 11+14=25, hit, damage 16). The elf stumbles as he tries to keep his footing.
Ran's foe also screams and swings his great sword at the ½ elf (AC21, 10+12=22, hit, damage 17). The ½ orc lands a crushing blow. Ran thinks he hears his collar bone snap, but his elven chain keeps him from being cut in two.
The crushing blow on his back is the first hint Harp has that the situation has gotten worse quickly (AC23, 11+14=25, hit, damage 21). The ½ orc looks over his shoulder and sees another ½ orc with a great sword.
Ragnar helps Acer over to where Ally is and helps the crippled man up the rope and into the rope trick.
OODM: End round 1. I need round 2 actions.
From: Kevin
Subject: Round 2 actions
OOC: 21 pts of damage???? Ouch!!! That hurt.
From: Porter
Subject: Round 2 actions
In orcish Mund taunts Vortan. "A flaming weapon? What, did your elf* mommy give that to you?"
Mund will do a full attack on Vortan.
*this word means both elf and prostitute
From: Karl
Subject: Round 2 actions
Salix will direct his second bolt to hit B3.
From: Porter
Subject: Round 2 actions
Why not concentrate on V and take him down ASAP?
From: Josh
Subject: spells
That's awesome. Are the rings consumed when the spell's cast?
If Kal took the ring off, would the effect stop?
We should definitely look into doing that.
From: Karl
Subject: Round 2 actions
I could. I was thinking that maybe my bolt would do more damage to B3 since it didn't seem to do much to V. (Guessing that he's somewhat less skilled at avoiding it than the big "V"). I was thinking it a toss up between adding a little damage to one target and maybe maximizing the damage Salix could do in general.
But I'm OK with either target.
From: Josh
Subject: Round 2 actions
Mark, whatever happened to Kal casting Scorching Ray?
From: Porter
Subject: Round 2 actions
That makes sense.
From: Josh
Subject: Round 2 actions
I ask because my plan was to have the scorching ray go off, and then after that cast bull's strength on Kal before attacking.
I'm not really complaining about the critical hit, but 4d6 probably would have done a little more damage, and it would have been nice to keep some distance. I imagined Kal stepping up 15 feet or so and then casting, staying sort of near the back lines for this one, at least until he was able to get the B.S off.
From: Kevin
Subject: spells
The rings are not destroyed, but Harp would have to cast the spell whenever the two of them wanted to take advantage. This does not keep Harp from going into battle.
For example, back when we got ambushed, it might have allowed Kal the comfort of taking a bit more of an offensive tact instead of defending, since he would have had efffectively 80 some hp instead of 40 some. So long as he and Harp don't both get hit with criticals at the same time, it gives the receiver a little extra breathing room damage wise. It does have some limitations (the two have to stay within 30 feet radius or so, etc), but if we are going into a set piece, or a situation like the alleyway we were in, it can be useful. It does have a nice duration (1 hour per level) so it would last 3-4 hours if Harp were to throw it.
The other option would be for Ragnar to do it with Harp. 7 hour duration, Harp gets 65 more HP, 60 ft radius range - Ragnar could heal himself as damage comes on. Something to think about when we head back after this.
From: Josh
Subject: Spells
Everyone just saw it. Harp proposed to an elf first, and then a dwarf. Oh the DRAMA. I can't wait to tune in next week. ;-) WHO WILL SAY YES?
Round 2 actions and what's left
Subject: Races
[quote]The other option would be for Ragnar to do it with Harp. 7 hour duration,[/quote]
Well, my vote's on the dwarf. What stamina!!
From: Kevin
Subject: Races
You all have dirty minds.
Harp has a strictly platonic relationship with both these characters
From: Kevin
Subject: Round 2 actions
By the seven levels of Hell, where had they come from??? Harp thinks to himself. His shoulders aching from the force of the earlier blow, Harp tries to avoid another hit from the 1/2 orc while trying to take Vortan out.
OO: Mark, full attack on Vortan if he is still standing. If he goes down after 1 attack, then switch to B3. If his is all the way down, then full attack at B3.
Does that make sense?
From: Mark
Subject: Movement
Correct. The party was moving at around 15 in speed thanks to Surin and Ragnar, the dark and the terrain.
From: Randy
Subject: Round 2 actions
Ranthir, pain searing in his shoulder, lets out a howl of rage as he attacks (Full attack on B2, dodge point on B2).
"There may be more of them in the bushes!" Ran calls out as a warning to his friends.
From: Jason
Subject: Round 2 actions
I assume that Ragnar was unable to help Acer up and also cast a spell? That's fine, if so.
IC: Ragnar, tired and frustrated that he has been unable to to close with any of his enemies this long night, shouts out "You think Faldor has shown you wonders? You now face the wrath of Heironeous himself!" With that he chants the words of the blessing imbuing him with the Divine Power of Heironeous and moves into position. (OOC Right now I'm looking at H5, but since Ragnar is last that will probably change. Ideally he'll be able to strike at V, and he'll definitely try to keep anyone else from being flanked.
From: Kevin
Subject: Round 2 actions
Ragnar's going to bring some Holy Smackdown upon their heads.
He gets 2 attacks a round while he is buffed up like this, too.
From: Derek
Subject: Round 2 actions
With Ragnar obviously occupied in fighting Vortan and the Snow Leopards, Allistair figures he'll have to get Acer to safety. He jumps down out of the window and tries to lift Acer into the hole himself.
From: Mark
Subject: Round 2 actions
Ragnar spent last round helping Acer into the Rope trick. Ally and Acer are safe in the rope trick.
From: Derek
Subject: round 2 actions
OK. Ignore that last post then.
Back in the escape from the estate, Ally only used one fireball, right? In that case he still has one left. Is it worth trying, or would it perhaps set a wildfire? Would that possibly be beneficial right now?
From: Mark
Subject: Round 2 actions
He would have to leave the rope trick to cast it.
I am not going to comment on wether he should cast it or not. I assume that the question was for the party.
From: Derek
Subject: Round 2 actions
Yes, it was. Ally is willing to jump out of the rope trick. It's pretty simple to get back up anyway. What do the rest of you guys think about a fireball?
From: Kevin
Subject: Round 2 actions
I don't have a problem with it in general, but where would you throw it so as to not hit any of us?
And, remember, you got Surin running around out there invisible.
From: Karl
Subject: Round 2 actions
Well, it would be better if we weren't so intermixed. I don't want to get hit.
From: Derek
Subject: Round 2 actions
Ally will just stay in the rope trick, peeking out the window to see if there is a good opportunity to use the fireball.
From: Kevin
Subject: What's left?
doesn't he have a magic missle or two left??
Maybe in his ring?? he has a ring of some type, right?? Or am I confused with one of my RL games?
From: Porter
Subject: What's left
He has no MM left. We've fought a lot of battles lately.
From: Mark
Subject: What's left
Yep the party is about tapped out. Mund just used his last rage, Ally has about two spells to his name, Harp should be about tapped out for spells as well, Kal is down to one or two. Don't think the party has ever been this low before. :evil grin:
From: Porter
Subject: What's left
We haven't even been close to this before.
Karl -- does Salix still have Pass Without Trace? If so, please don't sacrifice it.
From: Karl
Subject: What's left
Yes, he does. I won't unless someone is likely to die if I don't.
From: Josh
Subject: What's left
Psh. Kal's in fine shape. He's got a MM, a Bulls Strength and a Scorching Ray. Now if only he could get some distance to cast them.
From: Porter
Subject: What's left
What this party needs is a sorcerer.
From: Kevin
Subject: What's left
But sorcerers NEVEN know usefull spells.
Waiting on Mark, turn, hold up
Subject: Waiting on Mark
Watching rerund of I Love Lucy again last night??
From: Mark
Subject: Waiting on Mark
No I am waiting for Josh to let me know what Kal is going to do this round.
I also need to hear from Bryan about Surin's action.
From: Bryan
Subject: Round 2 actions
Sorry about the delay - it's been a long (two?) days.
Surin will continue his attack - he should be in easy range for a melee weapon. He'll use the element of surprise to attack the man's flank with his rapier.
From: Mark
Subject: Round 2 actions
So who is he attacking? If you could give me an identifier from the map please.
Thanks
From: Bryan
Subject: Round 2 actions
Sorry about that - I had forgotten quite how complicated the situation had become.
Surin will attack B3 in an attempt to extricate Harp from what could become a bad situation.
From: Kevin
Subject: Bryan
If Harp lives, he will be sure to thank Surin.
From: Josh
Subject: Round 2 actions
Sorry about the delay everyone, writing up the turn now.
From: Josh
Subject: Round 2 actions
Kal's going to hightail it out of dodge. He'll defensively cast scorching Ray at Vortran and then attempt to tumble back to Ragnar for some patch up, or at least storm cover.
If Vortran's down he'll cast it at the guy that hit him. He'll apply his dodge bonus to B1.
Also: In tumble it says "If you have 5 or more ranks in tumble you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2", does this apply to defensive casting as well? It would make sense to me.
So in either case Kal will try to tumble to J2 or if that's too far J4 (he can move at half normal speed). This is DC15 + 2 for each additional bad guy, so it looks like a DC19 right now. Kal's got a +12 to tumble. He'll have either +2 or +3 to his AC against everyone, and an additional +1 against B1.
OOC: Please oh please tumble succeed
From: Porter
Subject: Round 2 actions
What would Mund do without Kal to hate? Don't die, Kal.
From: Josh
Subject: Round 2 actions
Oh Mund you big softie.
From: Mark
Subject: turn
Ok everyone has checked in. I will work on a turn tonight.
From: Porter
Subject: Turn
*Tonight*????
*cries*
From: Mark
Subject: Turn
It is already tonight here. I am just getting started. Hopefully by 8PM eastern.
From: Mark
Subject: Hold up
Ok something has happened during the write up. I have contacted the player in question and am waiting to hear back from them. Assuming I hear back tonight , I will finish the turn after 9PM.
From: Josh
Subject: Hold up
Who is it!? Who's slowing down our turns? HOW DARE THEY!?
Round 2, round 3 actions, raging HP, turn
Subject: Round 2
Turn this morning????
From: Mark
Subject: Round 2
I have to hear back from someone. It is half written.
From: Mark
Subject: Round 2
Initiative for round 2
Salix (26), Surin (24), Ranthir (24), Vortan (19), Dog (19), Mund (14), Harp (14), Ally (10), Kal (10), Snow Leopards (9), Ragnar (8).
Retcon to round 1.
After helping Acer up into the rope trick, Ragnar chants the prayer of light. Looking around he touches his shield and a light like that of a torch starts emanating from the wood.
Round 2
Salix gestures with his hands again, holding them above his head and then yanking them down, pointing to where Vortan is standing. Another bolt of power strikes from the overcast sky. The ½ orc dodges to the side (REF save, DC16, 10+9=19, save, damage 8) again, laughing at Salix "I know your type" he says. "They say they serve nature but they really oppress those who want to use nature's bounty. Faldor has shown us how weak you are. Once I gut your human friend here, I'll take care of you."
Counting on his invisibility, Surin moves towards the closest hunter. "Wide open target" Surin thinks as he drives his rapier home into the man's back (AC17+12=29, hit, damage 19). Surin notices that at the last second the man seemed to sense he was there. The halfling pulls the rapier out of the man's back, marveling that he still can not be seen.
Ran shouts to the others "There may be others hiding in the bushes" and then concentrates on the huntsman he has flushed out. The ½ orc's ugly face leers at him and the ½ elf strikes with lightening speed. His first strike bashes the man across the thigh (AC16, 11+10=21, hit, damage 10) but the follow up blow (AC16, 1+5=6, auto miss) gets blocked by the great sword.
Vortan gives Mund an evil grin. "Puny human. I have been hunting your race since I was 10 years old. I will add your ears to my collection." The ½ orc then launches a furious series of blows, the ax and mace whirling in the light of Mund's shield. The burning ax smashes into Mund's shoulder and the heat sears the side of Mund's face (AC21, 17+13=30, hit, damage 17). Mund raises his steel shield and catches a crushing blow on it, his arm going numb (AC21, 18+13=31, hit, damage 12). The almost stunned barbarian does not see Vortan reverse his ax and the flaming blade catches him solidly in the chest, crushing ribs (AC21, 18+8=26, hit, damage 24). Mund doubles over in agony and Vortan brings his mace down in a crushing blow on the top of Mund's head (AC21, 18+8=26, hit, damage 12). There is a sick, wet sound from the back of Mund's skull and blood flies from his head and his nose. The man is dead on his feet, only his rage keeping him standing.
Tusk moves up next to Kal and bites at the elf (AC21, 17+5=22, hit, damage 9) taking a large chunk of flesh from his thigh.
Mund reels back from the beating he has gotten. The ringing in his ears, the blood in his mouth, the burning pain in his chest all let him know he is about to meet all them gods. Gasping out "Harp, hold him" Mund does something he almost never does. He pulls back. He knows Ragnar is back there somewhere. Keeping his ax in front of him he stumbles backwards and to his left, shouting "Ragnar, help."
Harp is just as stunned by the ruthless efficiency of Vortan's attack as he was by the blow to the back of his head. Mund stumbles away, leaving only Kal on the front line, and the elf had two foes. Harp knows he needs to take out Vortan now. Harp yells an ear shattering battle cry and slashes with his sword (AC19, 20+15=35, hit, critical threat, crit roll, AC19, 4+15=19, hit, critical hit, damage 22). The blade cuts deep into the ½ orc's side and he lets out a howl of pain. Harp pulls his sword free and follows up with another quick thrust (AC19, 12+10=22, hit, damage 9), piercing the fancy chain shirt.
Ally kneels down at the edge of the window and pokes his head out. In the light of the two torches he sees Mund staggering back to where he and Ragnar are. Harp lands two solid blows that seem to stagger Vortan. Damn, should he come out or not? No, for now, he decides. Acer is the important thing here.
Kal realizes he is out matched and out flanked. Twisting and turning the elf tumbles away (Tumble check DC21, 19+12=31, success) dodging strikes from Vortan, the hunter at his back and Tusk. As he lands from a back flip next to Ragnar his rapier already moving in the precise gestures for the scorching ray spell. He finishes his chant and a ray of fire leaps from the point of the rapier (AC11, 13+11=24, hit, damage 14). The flames strike Vortan right in the chest as he starts to move after Mund. The ½ orc bursts into flames, dropping his ax and his mace, screaming in agony as the flames consume him. He collapses to the ground, his skin still burning.
The huntsman Kal (B1) was fighting follows him, his great sword swinging in wide arcs (AC24, 1+12=13, auto miss). The elf dances around the huge blade, knowing that one more hit would be the end of him.
Ran's foe (B2) brings his great sword around in a round house slash (AC21, 13+12=25, hit, damage 17) and the broad blade crashes into Ran's side. Again the fine elven mail keeps Ran from being cut in half but the blow ruptures internal organs and almost knocks the ½ off of his feet.
The last Snow Leopard strikes at Harp just as the ½ orc is turning (AC22, 14+12=26, hit, damage 20) and the heavy weapon smashes across Harp's breast plate, denting it the length of the piece. Harps breathe rushes from his lungs and he finds it almost impossible to take a breath back in. His chest burns from the pain.
Ragnar turns back to the conflict, his heart soaring that he can finally strike a blow against this evil. Just then Mund comes stumbling back, asking for aid. As the cleric stoops to look at the warrior, Kal and one of the huntsmen follow. Ragnar turns and shouts "Allistair, your brother needs help. I have to help the others." Chanting the prayer that will fill him with the divine power of the battle lord, Ragnar steps next to the huntsman, blocking the man's path to Mund and Ally. "Kal, defend yourself and get out of here. I will teach this cretin the error of his ways for I am filled with the divine power of Heironeous." A slight blue glow seems to surround the stout dwarf.
OODM: End round 2. In need round 3 actions
From: Jason
Subject: Round 2
Actually, until Mark emailed me, I assumed it was Kal dying :)
From: Kevin
Subject: Round 2
Vortan's chain shirt may have some holes in it, but I think we are going to want to take that axe and mace. Mund may want that mace as a memento of this fight.
From: Porter
Subject: Round 2
OOC: Let's suppose that Vortan is a ranger with Human as a favored enemy, which seems likely. If that's the case, will he get his bonuses against half orcs and half elves?
IC:
Trying to see what's happening through the blood, Mund can't believe what he's heard. What the hell is Alley gonna do for Mund? Mund is dead as soon as the Bear's Power leaves him unless he gets magicked up first, and Alley can't do that.
But since nobody's gonna help him, he might as well get to where it's safe for the time being. Mund staggers to where he thinks he saw his brother last. "Alley! Let me in!".
OOC:
Mund's not going to be able to drink a potion this round, is he, and he'll only be able to take one next round, correct?
Will Mund be able to shoot arrows from the window box at all?
From: Jason
Subject: Round 3 actions
Ragnar will lay the smackdown on B1 (or whoever is still up when its his turn.) He'll attempt to keep himself between the enemies and the wounded.
From: Derek
Subject: Round 3 actions
Allistair curses out loud as he sees Mund fall back. That Vortan was like a dragon! He seemed to go down after Kal hit him with that flame burst at least, but there were still two more of his friends and the dog to worry about. Mund looks like he's dying, though. Allistair quickly helps his brother up into the extradimensional space. Once he's in, he frantically searches through Mund's pack. "Do you have any healing potions, Mund? I think you mentioned you had a couple of them. Quick, drink them!"
Even after drinking those two potions, Mund still looks like only the rage from his totem is keeping him alive. Wasn't there anything else he could do? Then Allistair remembers that he also received two healing potions, the same as everyone else, when they first started this journey. He starts throwing everything out of his bag of holding, frantically searching for them. Out goes his bedroll. Out goes several weeks worth of hard rations, untouched. Out goes a crossbow and bolts, also untouched. Out goes his alchemists lab, again untouched. He had almost forgotten about that, not having had any opportunity to use it. There! At the bottom he finds two small, dusty glass vials. He quickly grabs them and wipes off the dust, confirming they are in fact healing potions. It's a good thing they are magic or they certainly would have spoiled by now, he thinks. He breaks the seal on each one and gives it to Mund to drink.
OOC: These are those two healing potions that each of us got way back when we started the journey. Allistair hasn't had to drink a single potion the entire campaign, so he should still have his. I don't remember what strength they are, though.
From: Josh
Subject: Round 3 actions
Still moving, Kal reaches for his CMW potion. He calls out Mund's name and hands it to the Barbarian as he steps by. When he gets to J4 he casts Bull's Strength on Ragnar.
From: Porter
Subject: Round 3 actions
OOC: Those are CLW potions, Derek. Mund still has one of those left, and he has a CModW potion which we found in the training ground. Mund will be drinking those up as soon as he gets up into the skybox.
From: Derek
Subject: Round 3 actions
OK. Don't forget the potion Kal is handing to Mund also. I don't know how far in the negatives Mund is going to be when the rage wears off, but Mund may well need that CMW potion from Kal as well just to stay alive.
From: Karl
Subject: Round 3 actions
Salix nearly cries out as the half-orc kills his friend, only . . . Mund wasn't dead. Salix saw him staggering toward the hiding place where Ally was protecting the Stormfather. Turning back toward the battle, he sees the half-orc now laying in a smoldering heap, Kal glaring over him triumphantly before dancing away, even as one of Vortan's cronies moved to avenge him. The scene was chaos. Who to target next? Kal and Ragnar faced the one foe, and Harp the other. He could not see Surin, of course, but the man facing Harp was bleeding profusely from the back while trying to keep one eye on Harp and the other on the darkness.
Ran! He was alone. Salix scans the bushes from where Ran's shout came. He needed help.
(Salix will call a bolt onto B2, if he can. If not, then he will bolt B1)
ooc - Damn, I hope no one gets killed in this one.
From: Josh
Subject: Round 3 actions
I'm actually going to change my turn a little.
If Mund doesn't need/take the potion Kal offers he will drink it himself. He'll still cast BS on Ragnar.
From: Josh
Subject: Round 3 actions
OOC: It took me a second read to hear that Mund wasn't dead. At first I thought Mark killed him off.
From: Porter
Subject: Round 3 actions
Nooooo! You be takin' mah potion!
From: Bryan
Subject: Round 3 actions
Yeah. For some reason I did not expect Vortan to go down quite that easily (not that Mund thought it was 'easy', of course).
IC: Surin sees Mund actually retreat from the fight, and cannot help but thinking that all may be lost. With an effort of will, Surin focuses on what he can do to help - namely remove the threat to Harp. As Harp staggers under the blow to his armor, Surin takes his rapier to the foe.
(Attacking 'B3' again)
From: Josh
Subject: Round 3 actions
Haha, if Mund takes it it's all his.
From: Josh
Subject: Round 3 actions
OOC: Do you guys think Immediate damage is more important than long term damage?
Kal could get a MM off this round and maybe put someone on the edge down, or he can buff Ragnar (or Salix) this round, giving them a +2 to hit and damage and then cast MM next round.
The most efficient is casting MM next round, but if it would put somebody down this round it might be worth doing this round instead.
From: Bryan
Subject: Round 3 actions
OOC:
Surin has one CMW potion in his kit. Does Mund look like he'll need another potion, or should Surin keep it for a rainy day? Regardless, while the invisibility lasts, the best bet would seem to be for Surin to keep on the offensive.
From: Kevin
Subject: round 3 actions
OOC: Between Mund, Ally and Kal, I think they got enough potions to keep Mund alive. Harp says "Keep backstabing".
From: Kevin
Subject: Round 3 actions
OOC: And Jason, Ragnar is going to get 2 smackdowns on B1. Ain't that cool!!!
From: Kevin
Subject: Round 3 actions
OOC: IMHO, taking these guys out first is primary. They are doing in excess of 15 pts damage with every hit, and more often than not, 20 pts or over. You could take a potion every turn and still not keep up with the damage they are doing. Take your 5 ft step and touch the one you love with some MM's.
From: Mark
Subject: Favored enemy
He does not get bonuses against them. They are considered orcs or elves.
The withdraw action is a full round action. He can not take a potion this round. However, he is not loosing hit points since his rage is still going and he is in the positive range with them.
He can not shoot out of the rope trick.
From: Derek
Subject: Round 3 actions
OOC: Next time Mund is up against a foe with two big weapons, Mund should just try and grapple with him. I bet that if Mund grappled with Salix as a bear that this time Mund would get the better of him.
From: Mark
Subject: Round 3 actions
If they are from when you went to the testing grounds I think they were CModW.
From: Josh
Subject: round 3 actions
I'll think about it on the way to work and send out a message from there. Mark, can Kal gauge what sort of shape the remaining foes are in?
From: Porter
Subject: Round 3 actions
Let me just point out that last time Mund and bear Salix grappled, it was almost an exact draw, and Mund didn't even rage.
That's a good idea, Derek.
From: Porter
Subject: Round 3 actions
The other day you said to me:
The potion from when you went to the Training Grounds would be a CLW. The one you found in the Training Grounds would be a CModW.
From: Mark
Subject: Round 3 actions
I knew one of them was CLW and the other was CModW. It has been almost a year.
Ok so Ally has two CLW potions in his pack.
From: Kevin
Subject Round 3 actions
Harp watches as he dances with the 1/2 orc in front of him. He really did not want to fight this one - Vortan was the most dangerous of the group. Suddenly, seemingly from nowhere, the faint end of a small rapier protrudes from the orc's gut, a surprised look on his face. Using this distraction, Harp whirls around and takes aim at the leader. A few seconds later, Harp had landed 2 substantial blows, but he was still up. Damn, was he never going to fall. Then, from back where Ally had been, a scorching ray leaps out, buring Vortan to the bone, his body screaming in agony as it falls to the ground, his weapons still clutched in his smoking hands. Gods, what a way to go. But, he had to worry about the other Snow Leopards that were out there. Hoping that his invisible friend was still hanging aroud, Harp swings at the 1/2 orc in front of him, trying to end this battle quickly.
OOC: Mark, if B3 is still up, Harp will full attack him. If B3 drops after the first attack of the full attack, Harp will 5 ft step to I5 and attack B1. If B3 happens to be down when Harp starts his turn, Harp will charge to F12 and attack B2. If B3 is not down after Harp attacks him, Harp is going to die.
From: Mark
Subject: Favored enemy
Just a clarification.
If a ranger has elf as his favored enemy, then it works agains elves and 1/2 elves.
If he has orc, then it works against 1/2 orcs.
From: Porter
Subject: Favored enemy
Watch out, Salix! :evil:
From: Kevin
Subject: favored enemy
OOC: But, if he had human, it is only effective against full humans, right???
From: Porter
Subject: Favored enemy
Huh, I didn't think that would be correct, but here's from the SRD:
Elven Blood: For all effects related to race, a half-elf is considered an elf.
· Orc Blood: For all effects related to race, a half-orc is considered an orc.
From: Mark
Subject: Favored enemy
Correct.
From: Mark
Subject: Favored enemy
That's it.
From: Mark
Subject: Raging HP
Mund is at -11 HP without the rage and at 3 HP with it. If he stoped raging now he would be all the way dead, not just mostly dead.
Vortan had the same problem. Once a Barbarian is over 5th level he can rage himself into a place where he will die when he stops raging.
From: Porter
Subject: Raging HP
So, just to be clear, Vortan is dead dead?
From: Mark
Subject: round 3 actions
Down easily? He took a two hits from Harp, one of them a critical, a critical from Kal and at least one good hit from Mund. You guys can lay down the smack down, especially when you out number the enemy 3-1, but when the numbers are closer to even, and you meet a bit better fighter, you fall like a bunch of kindergadeners. ;)
From: Derek
Subject: Round 3 actions
OK, so as long a he gets 2 HP of healing, he should be stableized, and if he gets 12 HP or more of healing he should be conscious, right?
From: Mark
Subject: Vortan
Yes. He was at 0 HP but I figure when someone goes unconcious, they loose the ability to stay in the rage state. He immediatly looses the rage HP and goes more than -10.
Mund would have had that problem if any of those attacks had taken him to 0 or lower.
Something to remember when you are raging in the future. If Mund hits 0 or lower, he is dead- dead.
From: Porter
Subject: Vortan
Two good hits from Mund.
Two, sir.
From: Mark
Subject: Rage HP
with 12 HP he would remain concious when he stops his rage.
With 2 HP he would fall unconcious at stay at -9 until healed.
From: Mark
Subject: Vortan
I could not remember it is was one or two. It was a fast, vicious fight. lasted less than 15 second.
From: Jason
Subject: Rage HP
Isn't there a diehard feat that allows someone to remain conscious between -1 and -9? That seems like a very useful feet for a barbarian.
From: Porter
Subject: Rage HP
Crap. That was a close call.
So, what the rage HPs do in effect is give Mund 4 extra hit points during the rage and it lets Mund stay conscious where he would otherwise be unconscious.
While that doesn't sound nearly as cool as +14 HP, it saved Mund's life today, so I shouldn't complain.
From: Porter
Subject: Rage HP
That would be an excellent feat. Definitely more useful than some of the useless feats I've chosen for Mund:
Improved Unarmed Attack -- never used in a real situation
Improved Grapple -- I don't think that Mund has used that yet either. All of his grappling was done before he got this feat.
Extended Rage -- never came into play
Extra Rage -- this is the first time that it's ever been used
From: Mark
Subject: Rage HP
Most of the unarmed feats are useful only if you have no weapons. I mean Mund can punch someone and have a good chance of hitting, but why when his damage is only 1D2 or 1D3 instead of 1D8 from his ax? Plus his ax gives him another D6 of cold damage.
The extended rage is only a problem becuase fights do not usually last all that long. The Kal/Harp fight with the thugs was the only fight I have ever really seen that lasted close to 10 rounds.
Most fights in the D20 are over in less than 6 rounds, from what I have seen. Since barbarians usually have a high CON score any way and the rage makes it higher still, most battle are done before their rage is over.
Don;t knock the grapple thing yet. There may be useful times for it. If you want to capture someone, or take out a ally who is being mentally controlled.
I like the fact that Mund has feats that show character and not munchkin. Others have feats like that as well.
From: Porter
subject: Rage HP
I like that Mund is less dependent on his gear than the average adventurer. Sure, he's no monk, but who is?
I keep waiting for us to get thrown in a dungeon naked. :)
But the extended rage was just a bad call -- it's just not a very useful feat.
From: Mark
Subject: Rage HP
Ask Kevin. It has happened in my evil game. The whole party started out in prison.
They even were sent back once. Had to escape again.
From: Porter
Subject: Rage HP
About the grapple -- yeah, that has been useful. With it, Mund has been able to capture and subdue (and then break the neck of) people.
From: Mark
Subject: Turn
Ok I am out to see Harry Potter tonight so there will not be a turn until tomorrow.
I am running one of my RL games tomorrow afternoon so look for the turn around noon.
From: Derek
Subject: Turn
I had that potential situation in mind when I made Allistair too. He can cast many of his spells without using his spellbook.
He also took a feat to use a longsword, which he has not used once.
From: Porter
Subject: Turn
*high five*
From: Porter
Subject: Turn
I'm dyin' here!
From: Josh
Subject: Turn
Kal would be SCREWED without at least a rapier. He gets all sorts of minuses without it, and he would probably refuse any weapon on what is essentially religious grounds.
But as long as he's got a rapier he's doing very well.
From: Porter
Subject: Turn
The rapist for 200, Alex!
From: Josh
Subject: Turn
I started thinking about it figured he'd be ok since he still had spells, but without a spellbook or components, he'd be in bad shape. I guess there's nothing wrong with punching things, but it might be a while before he comes across a rapier.